Payne
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About Payne
Live ENB Information
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Server
Andromeda
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Race
Terran
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Profession
Warrior
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Is there a way to find items / recipes that are rewards for completing missions? I stumbled across the mission chain for the Shooting Star reactor line and realized I would have no way of ever knowing that the recipes came from missions. There should be some sort of flag or notice in the database that you can search/filter for, to get items that are only acquirable through missions. I realize that these items say "This item does not drop" in the database, but I think some raid items are the same way, so it's not entirely accurate... and I don't think you can search for that anyway. (I'm posting this as a suggestion because I haven't found a way to search for it yet. If it already exists, my apologies, and please enlighten me.)
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Overall I think the Emulator Devs have tried very hard to make the game resemble the original as closely as possible. I'm sure there are countless tweaks that have been made, and some things that just can't be replicated due to lack of first-hand knowledge of the original code. But overall the game has the feel of the original, for sure.
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Thanks all for confirming what I heard, regarding the animation having to do with the time since the field was cleared last, and for the additional pop rock info as well!
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Often while mining, I will see asteroids give off a sparkling / glowing animation. I heard someone mention in-game that they type of sparkle is an indication of how long it has been since the field was fully cleared, and therefore an indication of the bonus XP you will get for clearing the field. I wanted to know 1) is that true, and 2) if so, does anyone know what the various types of animations stand for. I think I have seen at least 5 types: green circular large explosion, yellow-orange sparkles, and red-purple small explosion, small blue inward moving sparkles, bright white flashing asteroid.
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I think he's saying he would like to be able to do this per character. Currently the "I can't build" works like this, I think. Character 1 builds Item X. Character 2 builds Item Y. The "I can't build" search won't return either item, because one of my characters builds each. But if he's looking for a list of items that Character 1 can't build, he won't see Item Y in his search because Character 2 builds it.
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Thanks all for the kind posts. If / when I decide to tackle Agrippa I'll see if I have the patience to track my progress on that again.
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To be honest, I didn't know there were different degrees of difficulty within the same level of item. If that means I still have more grinding to do, I think I may cry. I thought I was done.
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I wanted to follow up my earlier questions with some data from my experience. I finally got my TT to build 200% level 9 items, by building approximately 2,400 White Dragonfly M1 missile launchers. I chose this item to build pretty much at random, and because it was easy to find at the bottom of my build list at the terminal. I assume any other lv1 item works just as well. This was done on my lv150 TT with lv9 Build Weapons skill, at Earth Station with 8553 EarthCorp Warriors faction. In order to check my progress, every 5 rounds of builds/dismantles, I would check my build % range for a lv9 Most Terrific ML Class Z3 (with both the lv8 launcher and the lv9 component being 100% items). In general, I found that my expected quality went up ~5% - 6% for every ~200 lv1 launchers I built. It seemed to flatten out a little towards the end though. Table of Results Rounds of Builds Total Builds Expected Quality % Variation & Dismantles of & Dismantles of of Most Terriffic ML White Dragonfly M1* White Dragonfly M1** Class Z3*** 2**** 74 137 - 144 5 185 140 - 148 10 370 146 - 153 15 555 152 - 156 20 740 158 - 166 25 925 163 - 170 30 1110 168 - 176 35 1295 174 - 181 40 1480 179 - 187 45 1665 185 - 192 50 1850 190 - 198 55 2035 194 - 200 60 2220 197 - 200 65 2405 200 * Each round of builds was 37 missile launchers (40 cargo spaces - 3 spaces for the components). ** Total builds = # in column A * 37. *** Clicking the item to be built multiple times reshuffles the expected quality range. This is the highest and lowest I saw each go through. **** I started counting after 2 full rounds of 37 launchers. Component Recovery The White Dragonfly M1 has the following components: Proton Shielded Shell, Turbo2 Simplex MLS, Standard Launcher Tube. That is the order they appear from left to right in the Analyse / Dismantle window. Below is a table of how many of each part I had to purchase, and how many I ended up with after 2,400 builds. Part Bought Ended With Proton Shielded Shell 240 236 Turbo2 Simplex MLS 480 27 Standard Launcher Tube 580 91 My 4 losses of the Proton Shielded Shell occurred during a particularly bad lag spike where I lost the missile launcher being built. So I believe my recovery of that item should have been 100%. If we assume you always recover at least 1 item, I can think of two reasons why the Proton Shielded Shell was always recovered: 1. It is the left-most item in the Analyse / Dismantle window, or 2. It is the most expensive of the 3 items that could be recovered. My approximate total cost for this venture, after selling back extra components, was approximately 6 million credits. Sub-200% Builds of lv1 Weapons Another thing that I noticed was that even though my Build window said I would always build 200% White Dragonfly M1's, I still occasionally built launchers below 200%. They ranged from 196% - 199%. Over the course of 2,400 builds, I built 41 of these sub-200% launchers, which comes out to about 1.7% of the time. Anecdotally, they continued to happen over the entire course of my builds (i.e. they did not decrease in frequency as my lv9 build skill percentage increased). So it looks like no matter your skill level and expected build %, there is always the chance for a sub-200% build.
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Is it possible to macro this? Well, I guess it's possible, but is it acceptable / tolerated / etc? I'm about 1k builds/dismantles into this process, and damn it's boring. Effective and worth it (IMO), but boring. -EDIT- To answer my own question, please see Rules of the game.
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Thanks Hobbs, excellent info. This begs the question, does anyone have a specific recommendation for print to use? Anything outstandingly cheap, or maybe with fewer components?
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I've been reading through this thread, and when talking about building 1000's of low level items, people have repeatedly mentioned crossbows. Is there a particular reason? They start at lv2. Wouldn't a lv1 weapon be cheaper to use? Or am I missing something?
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Just to contribute my own info to my question, just got 1-shot by a lv9 roid with lv7 shields.
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So as an example, at what shield level are you generally comfortable popping lv9 roids? I can definitively say that lv6 shields are too soft, even from max distance. A lv9 exploding roid will take out my shields and hull fully (1 hull upgrade below max). Do lv7 shields generally cover it (again from max prospecting distance) or do you have to wait for lv8?
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After having recently been blown up by a pop-roid, I began to wonder whether the damage from the explosive-type of pop-roid can be mitigated / reduced. Does anyone know what type of damage they do when they go boom? I assume it's explosive. If so, does explosive resistance help reduce the damage? Also, will an explosive pop-roid always insta-kill you, or will a higher shield cap help as well? Thanks.
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I took Xanis's list above and put into a Google spreadsheet. It should be editable by anyone who has this link: https://docs.google.com/spreadsheet/ccc?key=0ArOguGKAlRmcdEtIZHd5ZVFlTW9rOFZFREdrQ1Y1VHc&usp=sharing Maybe we can start a collaborative effort to keep it up to date.